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* Move ability.ts to subfolder * Extract types out of ability.ts * Update imports in ability.ts and friends * Cleanup imports in ability.ts * Re-add imports lost during sort * Update imports forgotten during rebase * Re-import proper type from enums * Update biome.jsonc Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Add commit to force tests to rerun --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
664 lines
24 KiB
TypeScript
664 lines
24 KiB
TypeScript
import { BattlerIndex } from "#app/battle";
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import { globalScene } from "#app/global-scene";
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import {
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applyAbAttrs,
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applyPostMoveUsedAbAttrs,
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applyPreAttackAbAttrs,
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BlockRedirectAbAttr,
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IncreasePpAbAttr,
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PokemonTypeChangeAbAttr,
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PostMoveUsedAbAttr,
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RedirectMoveAbAttr,
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ReduceStatusEffectDurationAbAttr,
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} from "#app/data/abilities/ability";
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import type { DelayedAttackTag } from "#app/data/arena-tag";
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import { CommonAnim } from "#app/data/battle-anims";
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import { BattlerTagLapseType, CenterOfAttentionTag } from "#app/data/battler-tags";
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import {
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AddArenaTrapTagAttr,
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allMoves,
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applyMoveAttrs,
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BypassRedirectAttr,
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BypassSleepAttr,
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CopyMoveAttr,
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DelayedAttackAttr,
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frenzyMissFunc,
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HealStatusEffectAttr,
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PreMoveMessageAttr,
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PreUseInterruptAttr,
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} from "#app/data/moves/move";
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import { MoveFlags } from "#enums/MoveFlags";
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import { SpeciesFormChangePreMoveTrigger } from "#app/data/pokemon-forms";
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import { getStatusEffectActivationText, getStatusEffectHealText } from "#app/data/status-effect";
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import { PokemonType } from "#enums/pokemon-type";
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import { getTerrainBlockMessage, getWeatherBlockMessage } from "#app/data/weather";
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import { MoveUsedEvent } from "#app/events/battle-scene";
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import type { PokemonMove } from "#app/field/pokemon";
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import type Pokemon from "#app/field/pokemon";
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import { MoveResult } from "#app/field/pokemon";
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import { getPokemonNameWithAffix } from "#app/messages";
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import Overrides from "#app/overrides";
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import { BattlePhase } from "#app/phases/battle-phase";
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import { CommonAnimPhase } from "#app/phases/common-anim-phase";
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import { MoveChargePhase } from "#app/phases/move-charge-phase";
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import { MoveEffectPhase } from "#app/phases/move-effect-phase";
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import { MoveEndPhase } from "#app/phases/move-end-phase";
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import { NumberHolder } from "#app/utils";
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import { Abilities } from "#enums/abilities";
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import { ArenaTagType } from "#enums/arena-tag-type";
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import { BattlerTagType } from "#enums/battler-tag-type";
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import { Moves } from "#enums/moves";
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import { StatusEffect } from "#enums/status-effect";
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import i18next from "i18next";
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export class MovePhase extends BattlePhase {
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protected _pokemon: Pokemon;
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protected _move: PokemonMove;
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protected _targets: BattlerIndex[];
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protected followUp: boolean;
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protected ignorePp: boolean;
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protected forcedLast: boolean;
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protected failed = false;
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protected cancelled = false;
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protected reflected = false;
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public get pokemon(): Pokemon {
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return this._pokemon;
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}
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protected set pokemon(pokemon: Pokemon) {
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this._pokemon = pokemon;
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}
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public get move(): PokemonMove {
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return this._move;
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}
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protected set move(move: PokemonMove) {
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this._move = move;
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}
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public get targets(): BattlerIndex[] {
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return this._targets;
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}
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protected set targets(targets: BattlerIndex[]) {
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this._targets = targets;
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}
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/**
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* @param followUp Indicates that the move being used is a "follow-up" - for example, a move being used by Metronome or Dancer.
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* Follow-ups bypass a few failure conditions, including flinches, sleep/paralysis/freeze and volatile status checks, etc.
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* @param reflected Indicates that the move was reflected by Magic Coat or Magic Bounce.
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* Reflected moves cannot be reflected again and will not trigger Dancer.
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*/
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constructor(
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pokemon: Pokemon,
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targets: BattlerIndex[],
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move: PokemonMove,
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followUp = false,
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ignorePp = false,
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reflected = false,
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forcedLast = false,
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) {
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super();
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this.pokemon = pokemon;
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this.targets = targets;
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this.move = move;
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this.followUp = followUp;
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this.ignorePp = ignorePp;
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this.reflected = reflected;
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this.forcedLast = forcedLast;
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}
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/**
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* Checks if the pokemon is active, if the move is usable, and that the move is targetting something.
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* @param ignoreDisableTags `true` to not check if the move is disabled
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* @returns `true` if all the checks pass
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*/
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public canMove(ignoreDisableTags = false): boolean {
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return (
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this.pokemon.isActive(true) &&
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this.move.isUsable(this.pokemon, this.ignorePp, ignoreDisableTags) &&
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!!this.targets.length
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);
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}
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/**Signifies the current move should fail but still use PP */
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public fail(): void {
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this.failed = true;
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}
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/**Signifies the current move should cancel and retain PP */
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public cancel(): void {
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this.cancelled = true;
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}
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/**
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* Shows whether the current move has been forced to the end of the turn
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* Needed for speed order, see {@linkcode Moves.QUASH}
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* */
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public isForcedLast(): boolean {
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return this.forcedLast;
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}
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public start(): void {
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super.start();
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console.log(Moves[this.move.moveId]);
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// Check if move is unusable (e.g. because it's out of PP due to a mid-turn Spite).
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if (!this.canMove(true)) {
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if (this.pokemon.isActive(true)) {
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this.fail();
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this.showMoveText();
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this.showFailedText();
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}
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return this.end();
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}
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this.pokemon.turnData.acted = true;
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// Reset hit-related turn data when starting follow-up moves (e.g. Metronomed moves, Dancer repeats)
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if (this.followUp) {
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this.pokemon.turnData.hitsLeft = -1;
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this.pokemon.turnData.hitCount = 0;
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}
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// Check move to see if arena.ignoreAbilities should be true.
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if (!this.followUp || this.reflected) {
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if (
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this.move
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.getMove()
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.doesFlagEffectApply({ flag: MoveFlags.IGNORE_ABILITIES, user: this.pokemon, isFollowUp: this.followUp })
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) {
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globalScene.arena.setIgnoreAbilities(true, this.pokemon.getBattlerIndex());
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}
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}
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this.resolveRedirectTarget();
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this.resolveCounterAttackTarget();
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this.resolvePreMoveStatusEffects();
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this.lapsePreMoveAndMoveTags();
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if (!(this.failed || this.cancelled)) {
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this.resolveFinalPreMoveCancellationChecks();
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}
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if (this.cancelled || this.failed) {
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this.handlePreMoveFailures();
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} else if (this.move.getMove().isChargingMove() && !this.pokemon.getTag(BattlerTagType.CHARGING)) {
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this.chargeMove();
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} else {
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this.useMove();
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}
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this.end();
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}
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/** Check for cancellation edge cases - no targets remaining, or {@linkcode Moves.NONE} is in the queue */
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protected resolveFinalPreMoveCancellationChecks(): void {
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const targets = this.getActiveTargetPokemon();
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const moveQueue = this.pokemon.getMoveQueue();
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if (
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(targets.length === 0 && !this.move.getMove().hasAttr(AddArenaTrapTagAttr)) ||
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(moveQueue.length && moveQueue[0].move === Moves.NONE)
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) {
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this.showMoveText();
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this.showFailedText();
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this.cancel();
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}
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}
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public getActiveTargetPokemon(): Pokemon[] {
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return globalScene.getField(true).filter(p => this.targets.includes(p.getBattlerIndex()));
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}
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/**
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* Handles {@link StatusEffect.SLEEP Sleep}/{@link StatusEffect.PARALYSIS Paralysis}/{@link StatusEffect.FREEZE Freeze} rolls and side effects.
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*/
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protected resolvePreMoveStatusEffects(): void {
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if (!this.followUp && this.pokemon.status && !this.pokemon.status.isPostTurn()) {
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this.pokemon.status.incrementTurn();
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let activated = false;
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let healed = false;
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switch (this.pokemon.status.effect) {
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case StatusEffect.PARALYSIS:
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activated =
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(!this.pokemon.randSeedInt(4) || Overrides.STATUS_ACTIVATION_OVERRIDE === true) &&
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Overrides.STATUS_ACTIVATION_OVERRIDE !== false;
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break;
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case StatusEffect.SLEEP: {
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applyMoveAttrs(BypassSleepAttr, this.pokemon, null, this.move.getMove());
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const turnsRemaining = new NumberHolder(this.pokemon.status.sleepTurnsRemaining ?? 0);
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applyAbAttrs(
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ReduceStatusEffectDurationAbAttr,
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this.pokemon,
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null,
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false,
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this.pokemon.status.effect,
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turnsRemaining,
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);
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this.pokemon.status.sleepTurnsRemaining = turnsRemaining.value;
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healed = this.pokemon.status.sleepTurnsRemaining <= 0;
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activated = !healed && !this.pokemon.getTag(BattlerTagType.BYPASS_SLEEP);
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break;
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}
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case StatusEffect.FREEZE:
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healed =
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!!this.move
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.getMove()
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.findAttr(
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attr => attr instanceof HealStatusEffectAttr && attr.selfTarget && attr.isOfEffect(StatusEffect.FREEZE),
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) ||
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(!this.pokemon.randSeedInt(5) && Overrides.STATUS_ACTIVATION_OVERRIDE !== true) ||
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Overrides.STATUS_ACTIVATION_OVERRIDE === false;
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activated = !healed;
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break;
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}
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if (activated) {
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this.cancel();
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globalScene.queueMessage(
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getStatusEffectActivationText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon)),
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);
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globalScene.unshiftPhase(
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new CommonAnimPhase(
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this.pokemon.getBattlerIndex(),
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undefined,
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CommonAnim.POISON + (this.pokemon.status.effect - 1),
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),
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);
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} else if (healed) {
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globalScene.queueMessage(
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getStatusEffectHealText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon)),
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);
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this.pokemon.resetStatus();
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this.pokemon.updateInfo();
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}
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}
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}
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/**
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* Lapse {@linkcode BattlerTagLapseType.PRE_MOVE PRE_MOVE} tags that trigger before a move is used, regardless of whether or not it failed.
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* Also lapse {@linkcode BattlerTagLapseType.MOVE MOVE} tags if the move should be successful.
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*/
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protected lapsePreMoveAndMoveTags(): void {
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this.pokemon.lapseTags(BattlerTagLapseType.PRE_MOVE);
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// TODO: does this intentionally happen before the no targets/Moves.NONE on queue cancellation case is checked?
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if (!this.followUp && this.canMove() && !this.cancelled) {
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE);
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}
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}
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protected useMove(): void {
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const targets = this.getActiveTargetPokemon();
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const moveQueue = this.pokemon.getMoveQueue();
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// form changes happen even before we know that the move wll execute.
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globalScene.triggerPokemonFormChange(this.pokemon, SpeciesFormChangePreMoveTrigger);
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const isDelayedAttack = this.move.getMove().hasAttr(DelayedAttackAttr);
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if (isDelayedAttack) {
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// Check the player side arena if future sight is active
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const futureSightTags = globalScene.arena.findTags(t => t.tagType === ArenaTagType.FUTURE_SIGHT);
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const doomDesireTags = globalScene.arena.findTags(t => t.tagType === ArenaTagType.DOOM_DESIRE);
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let fail = false;
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const currentTargetIndex = targets[0].getBattlerIndex();
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for (const tag of futureSightTags) {
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if ((tag as DelayedAttackTag).targetIndex === currentTargetIndex) {
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fail = true;
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break;
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}
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}
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for (const tag of doomDesireTags) {
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if ((tag as DelayedAttackTag).targetIndex === currentTargetIndex) {
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fail = true;
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break;
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}
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}
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if (fail) {
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this.showMoveText();
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this.showFailedText();
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return this.end();
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}
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}
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let success = true;
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// Check if there are any attributes that can interrupt the move, overriding the fail message.
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for (const move of this.move.getMove().getAttrs(PreUseInterruptAttr)) {
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if (move.apply(this.pokemon, targets[0], this.move.getMove())) {
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success = false;
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break;
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}
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}
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if (success) {
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this.showMoveText();
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}
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if (moveQueue.length > 0) {
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// Using .shift here clears out two turn moves once they've been used
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this.ignorePp = moveQueue.shift()?.ignorePP ?? false;
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}
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if (this.pokemon.getTag(BattlerTagType.CHARGING)?.sourceMove === this.move.moveId) {
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this.pokemon.lapseTag(BattlerTagType.CHARGING);
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}
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// "commit" to using the move, deducting PP.
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if (!this.ignorePp) {
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const ppUsed = 1 + this.getPpIncreaseFromPressure(targets);
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this.move.usePp(ppUsed);
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globalScene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), this.move.ppUsed));
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}
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/**
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* Determine if the move is successful (meaning that its damage/effects can be attempted)
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* by checking that all of the following are true:
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* - Conditional attributes of the move are all met
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* - The target's `ForceSwitchOutImmunityAbAttr` is not triggered (see {@linkcode Move.prototype.applyConditions})
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* - Weather does not block the move
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* - Terrain does not block the move
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*
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* TODO: These steps are straightforward, but the implementation below is extremely convoluted.
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*/
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const move = this.move.getMove();
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/**
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* Move conditions assume the move has a single target
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* TODO: is this sustainable?
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*/
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let failedDueToTerrain = false;
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let failedDueToWeather = false;
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if (success) {
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const passesConditions = move.applyConditions(this.pokemon, targets[0], move);
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failedDueToWeather = globalScene.arena.isMoveWeatherCancelled(this.pokemon, move);
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failedDueToTerrain = globalScene.arena.isMoveTerrainCancelled(this.pokemon, this.targets, move);
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success = passesConditions && !failedDueToWeather && !failedDueToTerrain;
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}
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// Update the battle's "last move" pointer, unless we're currently mimicking a move.
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if (!allMoves[this.move.moveId].hasAttr(CopyMoveAttr)) {
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// The last move used is unaffected by moves that fail
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if (success) {
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globalScene.currentBattle.lastMove = this.move.moveId;
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}
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}
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/**
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* If the move has not failed, trigger ability-based user type changes and then execute it.
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*
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* Notably, Roar, Whirlwind, Trick-or-Treat, and Forest's Curse will trigger these type changes even
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* if the move fails.
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*/
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if (success) {
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applyPreAttackAbAttrs(PokemonTypeChangeAbAttr, this.pokemon, null, this.move.getMove());
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globalScene.unshiftPhase(
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new MoveEffectPhase(this.pokemon.getBattlerIndex(), this.targets, this.move, this.reflected),
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);
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} else {
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if ([Moves.ROAR, Moves.WHIRLWIND, Moves.TRICK_OR_TREAT, Moves.FORESTS_CURSE].includes(this.move.moveId)) {
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applyPreAttackAbAttrs(PokemonTypeChangeAbAttr, this.pokemon, null, this.move.getMove());
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}
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this.pokemon.pushMoveHistory({
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move: this.move.moveId,
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targets: this.targets,
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result: MoveResult.FAIL,
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virtual: this.move.virtual,
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});
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const failureMessage = move.getFailedText(this.pokemon, targets[0], move);
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let failedText: string | undefined;
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if (failureMessage) {
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failedText = failureMessage;
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} else if (failedDueToTerrain) {
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failedText = getTerrainBlockMessage(targets[0], globalScene.arena.getTerrainType());
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} else if (failedDueToWeather) {
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failedText = getWeatherBlockMessage(globalScene.arena.getWeatherType());
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}
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this.showFailedText(failedText);
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// Remove the user from its semi-invulnerable state (if applicable)
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
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}
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// Handle Dancer, which triggers immediately after a move is used (rather than waiting on `this.end()`).
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// Note that the `!this.followUp` check here prevents an infinite Dancer loop.
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if (this.move.getMove().hasFlag(MoveFlags.DANCE_MOVE) && !this.followUp) {
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globalScene.getField(true).forEach(pokemon => {
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applyPostMoveUsedAbAttrs(PostMoveUsedAbAttr, pokemon, this.move, this.pokemon, this.targets);
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});
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}
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}
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/** Queues a {@linkcode MoveChargePhase} for this phase's invoked move. */
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protected chargeMove() {
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const move = this.move.getMove();
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const targets = this.getActiveTargetPokemon();
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if (move.applyConditions(this.pokemon, targets[0], move)) {
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// Protean and Libero apply on the charging turn of charge moves
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applyPreAttackAbAttrs(PokemonTypeChangeAbAttr, this.pokemon, null, this.move.getMove());
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this.showMoveText();
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globalScene.unshiftPhase(new MoveChargePhase(this.pokemon.getBattlerIndex(), this.targets[0], this.move));
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} else {
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this.pokemon.pushMoveHistory({
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move: this.move.moveId,
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targets: this.targets,
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result: MoveResult.FAIL,
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virtual: this.move.virtual,
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});
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const failureMessage = move.getFailedText(this.pokemon, targets[0], move);
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this.showMoveText();
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this.showFailedText(failureMessage ?? undefined);
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// Remove the user from its semi-invulnerable state (if applicable)
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
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}
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}
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/**
|
|
* Queues a {@linkcode MoveEndPhase} and then ends the phase
|
|
*/
|
|
public end(): void {
|
|
globalScene.unshiftPhase(
|
|
new MoveEndPhase(this.pokemon.getBattlerIndex(), this.getActiveTargetPokemon(), this.followUp),
|
|
);
|
|
|
|
super.end();
|
|
}
|
|
|
|
/**
|
|
* Applies PP increasing abilities (currently only {@link Abilities.PRESSURE Pressure}) if they exist on the target pokemon.
|
|
* Note that targets must include only active pokemon.
|
|
*
|
|
* TODO: This hardcodes the PP increase at 1 per opponent, rather than deferring to the ability.
|
|
*/
|
|
public getPpIncreaseFromPressure(targets: Pokemon[]): number {
|
|
const foesWithPressure = this.pokemon
|
|
.getOpponents()
|
|
.filter(o => targets.includes(o) && o.isActive(true) && o.hasAbilityWithAttr(IncreasePpAbAttr));
|
|
return foesWithPressure.length;
|
|
}
|
|
|
|
/**
|
|
* Modifies `this.targets` in place, based upon:
|
|
* - Move redirection abilities, effects, etc.
|
|
* - Counterattacks, which pass a special value into the `targets` constructor param (`[`{@linkcode BattlerIndex.ATTACKER}`]`).
|
|
*/
|
|
protected resolveRedirectTarget(): void {
|
|
if (this.targets.length === 1) {
|
|
const currentTarget = this.targets[0];
|
|
const redirectTarget = new NumberHolder(currentTarget);
|
|
|
|
// check move redirection abilities of every pokemon *except* the user.
|
|
globalScene
|
|
.getField(true)
|
|
.filter(p => p !== this.pokemon)
|
|
.forEach(p => applyAbAttrs(RedirectMoveAbAttr, p, null, false, this.move.moveId, redirectTarget, this.pokemon));
|
|
|
|
/** `true` if an Ability is responsible for redirecting the move to another target; `false` otherwise */
|
|
let redirectedByAbility = currentTarget !== redirectTarget.value;
|
|
|
|
// check for center-of-attention tags (note that this will override redirect abilities)
|
|
this.pokemon.getOpponents().forEach(p => {
|
|
const redirectTag = p.getTag(CenterOfAttentionTag);
|
|
|
|
// TODO: don't hardcode this interaction.
|
|
// Handle interaction between the rage powder center-of-attention tag and moves used by grass types/overcoat-havers (which are immune to RP's redirect)
|
|
if (
|
|
redirectTag &&
|
|
(!redirectTag.powder ||
|
|
(!this.pokemon.isOfType(PokemonType.GRASS) && !this.pokemon.hasAbility(Abilities.OVERCOAT)))
|
|
) {
|
|
redirectTarget.value = p.getBattlerIndex();
|
|
redirectedByAbility = false;
|
|
}
|
|
});
|
|
|
|
if (currentTarget !== redirectTarget.value) {
|
|
const bypassRedirectAttrs = this.move.getMove().getAttrs(BypassRedirectAttr);
|
|
bypassRedirectAttrs.forEach(attr => {
|
|
if (!attr.abilitiesOnly || redirectedByAbility) {
|
|
redirectTarget.value = currentTarget;
|
|
}
|
|
});
|
|
|
|
if (this.pokemon.hasAbilityWithAttr(BlockRedirectAbAttr)) {
|
|
redirectTarget.value = currentTarget;
|
|
// TODO: Ability displays should be handled by the ability
|
|
globalScene.queueAbilityDisplay(
|
|
this.pokemon,
|
|
this.pokemon.getPassiveAbility().hasAttr(BlockRedirectAbAttr),
|
|
true,
|
|
);
|
|
globalScene.queueAbilityDisplay(
|
|
this.pokemon,
|
|
this.pokemon.getPassiveAbility().hasAttr(BlockRedirectAbAttr),
|
|
false,
|
|
);
|
|
}
|
|
|
|
this.targets[0] = redirectTarget.value;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Counter-attacking moves pass in `[`{@linkcode BattlerIndex.ATTACKER}`]` into the constructor's `targets` param.
|
|
* This function modifies `this.targets` to reflect the actual battler index of the user's last
|
|
* attacker.
|
|
*
|
|
* If there is no last attacker, or they are no longer on the field, a message is displayed and the
|
|
* move is marked for failure.
|
|
*/
|
|
protected resolveCounterAttackTarget(): void {
|
|
if (this.targets.length === 1 && this.targets[0] === BattlerIndex.ATTACKER) {
|
|
if (this.pokemon.turnData.attacksReceived.length) {
|
|
this.targets[0] = this.pokemon.turnData.attacksReceived[0].sourceBattlerIndex;
|
|
|
|
// account for metal burst and comeuppance hitting remaining targets in double battles
|
|
// counterattack will redirect to remaining ally if original attacker faints
|
|
if (globalScene.currentBattle.double && this.move.getMove().hasFlag(MoveFlags.REDIRECT_COUNTER)) {
|
|
if (globalScene.getField()[this.targets[0]].hp === 0) {
|
|
const opposingField = this.pokemon.isPlayer() ? globalScene.getEnemyField() : globalScene.getPlayerField();
|
|
this.targets[0] = opposingField.find(p => p.hp > 0)?.getBattlerIndex() ?? BattlerIndex.ATTACKER;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (this.targets[0] === BattlerIndex.ATTACKER) {
|
|
this.fail();
|
|
this.showMoveText();
|
|
this.showFailedText();
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handles the case where the move was cancelled or failed:
|
|
* - Uses PP if the move failed (not cancelled) and should use PP (failed moves are not affected by {@link Abilities.PRESSURE Pressure})
|
|
* - Records a cancelled OR failed move in move history, so abilities like {@link Abilities.TRUANT Truant} don't trigger on the
|
|
* next turn and soft-lock.
|
|
* - Lapses `MOVE_EFFECT` tags:
|
|
* - Semi-invulnerable battler tags (Fly/Dive/etc.) are intended to lapse on move effects, but also need
|
|
* to lapse on move failure/cancellation.
|
|
*
|
|
* TODO: ...this seems weird.
|
|
* - Lapses `AFTER_MOVE` tags:
|
|
* - This handles the effects of {@link Moves.SUBSTITUTE Substitute}
|
|
* - Removes the second turn of charge moves
|
|
*/
|
|
protected handlePreMoveFailures(): void {
|
|
if (this.cancelled || this.failed) {
|
|
if (this.failed) {
|
|
const ppUsed = this.ignorePp ? 0 : 1;
|
|
|
|
if (ppUsed) {
|
|
this.move.usePp();
|
|
}
|
|
|
|
globalScene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), ppUsed));
|
|
}
|
|
|
|
if (this.cancelled && this.pokemon.summonData?.tags?.find(t => t.tagType === BattlerTagType.FRENZY)) {
|
|
frenzyMissFunc(this.pokemon, this.move.getMove());
|
|
}
|
|
|
|
this.pokemon.pushMoveHistory({
|
|
move: Moves.NONE,
|
|
result: MoveResult.FAIL,
|
|
targets: this.targets,
|
|
});
|
|
|
|
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
|
|
this.pokemon.lapseTags(BattlerTagLapseType.AFTER_MOVE);
|
|
|
|
this.pokemon.getMoveQueue().shift();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Displays the move's usage text to the player, unless it's a charge turn (ie: {@link Moves.SOLAR_BEAM Solar Beam}),
|
|
* the pokemon is on a recharge turn (ie: {@link Moves.HYPER_BEAM Hyper Beam}), or a 2-turn move was interrupted (ie: {@link Moves.FLY Fly}).
|
|
*/
|
|
public showMoveText(): void {
|
|
if (this.move.moveId === Moves.NONE) {
|
|
return;
|
|
}
|
|
|
|
if (this.pokemon.getTag(BattlerTagType.RECHARGING) || this.pokemon.getTag(BattlerTagType.INTERRUPTED)) {
|
|
return;
|
|
}
|
|
|
|
globalScene.queueMessage(
|
|
i18next.t(this.reflected ? "battle:magicCoatActivated" : "battle:useMove", {
|
|
pokemonNameWithAffix: getPokemonNameWithAffix(this.pokemon),
|
|
moveName: this.move.getName(),
|
|
}),
|
|
500,
|
|
);
|
|
applyMoveAttrs(PreMoveMessageAttr, this.pokemon, this.pokemon.getOpponents()[0], this.move.getMove());
|
|
}
|
|
|
|
public showFailedText(failedText: string = i18next.t("battle:attackFailed")): void {
|
|
globalScene.queueMessage(failedText);
|
|
}
|
|
}
|